EvoGrid, Makefiles & Nagios 

Tweaked around and compiled (to C) the EvoGrid JSON FSM, committing it.
Grabbed the last release of YAJL and built it for use.

Did some thinking and research about Digital Spaces communicating with another system over CORBA, looked at a Python system for accessing and implementing CORBA objects.

Adapted Makefiles I was provided to work with the Evogrid source. Learned a few neat things about WHY Makefiles work the way they do.

Set up Nagios NRPE to run in the DigitalSpace VPS, since I noticed it's RAM usage was ticking up and I wanted to monitor it. I already use Nagios3 at home for basic monitoring, and it seems it talks to nagios2's nrpe without any qualms. Will need to set up some custom commands for monitoring exactly what I want, but that's simple.
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VPS and Digital Spaces 

Shopped around the various VPS providers found on the net, to match the needs of the DigitalSpace websites.

Continued the Digital Spaces linux port. Almost all the work has been related to how gc4 handles templates "more correctly" then Visual Studio.
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Digital Spaces 

Working on the linux porting. Removed Win32 Browse For code, haven't replaced.

Fiddled with OpenProj, a project management tool, to try and get a bit more organized.
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Digital Spaces 

Continued work on the linux port.
Moved to a SVN branch instead of developing off the 0.12.4 release tag.
Fixed __stdcall replacement for GCC.
Replaced __declspec(dllimport) and related with compiler appropriate macro's.
Initial move from compiling customized Wml to using WildMagicLibrary4 as a dependency. Implemented Vector3f, Vector4f, Quaternionf as classes in the DigitalSpaces namespace.
Currently stuck on templating differences between VC8 and GCC4.0, compounded by use of macro's to simplify DInterface implementation.
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Digital Spaces & Game 

Happy Birthday to Me.

Attempted further debugging of Wml compilation under linux. No idea.
Trying upgrade to latest version of Wml.
Decided to re-implement Wml integration, by implementing a class in the DigitalSpace namespace that inherits from the Wml classes and implements the conversion functionality that i currently wedged into the implementations (and possibly causing the compilation problems).

Lots of in-person discussion with Lead Conceptualist.
Addressed on point by point basis the main problems in MMO's (cheating, power-levelling, RMT) and worked out methods for integrating into gameplay making them no longer advantageous to cheat
Fleshed out ideas of player to NPC interaction, player NPC "ownership" as part of owning property.
Discussed magic system (as relates to storyline and gameplay) and tied into crafting system.
Discussed player co-operation for crafting efforts.
And more I forget about.
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